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The Iconic Game at 20 – How a Plastic Axe United the Gap Between Rock Generations

Marking 20 years since Guitar Hero first launched across the Atlantic, giving players everywhere the means to become rock legends. Not literally, but try convincing someone who's mastered Free Bird’s lengthy guitar solo in front of a packed crowd of friends.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Each riff mimicked particular chords, creating the sensation of an authentic live show.

Harmonix previously experimented with rhythm games before partnering with the publisher, later acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series that had a remarkable impact on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.

“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Typically this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the Answer’s debut album remained not available stateside, meaning the game served as a primary platform of discovery for the group during their US tour supporting AC/DC. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band more money compared to their records. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is challenging enough on expert mode, let alone performed at increased tempo while hitting every one of the thousands of cues. They stated requiring months of practice of practice.

“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and go to war,” notes musician Herman Li.

The band had already wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing all other accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier promotion, be it for cars, clothes or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games were released in just a half-decade between 2005 and 2010, including spin-offs like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments died down, aside from a short-lived revival several years later.

Titles such as Clone Hero and newer releases have maintained the community alive, with expectations of a new product from the founders on the way. Recently formed developers has entered work on its debut music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?

“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

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By

Susan Clark

A passionate UK-based gaming journalist with over a decade of experience covering console and PC titles, specializing in indie game reviews and industry trends.

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